Marcor
Male Koboldian Merchant
He is an elderly kobold with amber eyes and reddish-brown scales.
Personality Traits: Serious.
Alignment: neutral.
Born: 726 AC (Age 74)
Orientation: Hetrosexual
Home: Marcor's Best Beer-Sellers
Settlement: Hurkgorham
Spouse: Lurgmar (Deceased)
Mother: Geetmang (Deceased)
Father: Hurktun (Deceased)
Siblings
- Corkand - age 65 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 13 | 10 | 9 | 10 | 12 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 10 | 30 ft. |
Alignment: neutral
Size: Small
Senses: Darkvision
Actions:
- Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +3
Abilities:
- Sunlight Sensitivity. While in sunlight, Marcor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Pack Tactics. Marcor has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of them and the ally isn't incapacitated.
Spoken Languages: Common, Kobold
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | A short pencil | common | A short pencil. | ||
| 1 | Door Key | common | The key to Marcor's Best Beer-Sellers. | ||
| 1 | 5 gp | Handaxe | common | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 2 sp 7 cp | Money Pouch | common | Marcor's money pouch. It has 2 sp and 7 cp in it. | ³⁄₁₆ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |